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Pixie
Powers:
Misdirection (Make a Mind Contest w/ Target. If you win, they take a -10 Result Penalty to their next
attack roll against anyone) 1pt
Size -3 (6” Tall) [Does Not Affect Flight] (+3 Agility Dice Bonus, -15 Result Penalty to Brawn, Damage,
and Soak, Max Lift 33 Lbs, Takes Knock-Back on 20 Damage or More, +3 Squares of Knock-Back) 0pts
Spells:
Argent Armor of Illumination: Arcane Armor 3 (+30 Soak), 3pts, 6 ENERGY, SUSTAINED
Gaia’s Kiss: Healing 1 (Heals +1x1 Dmg)[Usable on Others] <Casting, Concentration> 1pts, 1 ENERGY
ADVANTAGES: Magic (Light, Nature Colleges), Never Surrender, Appeal (x4 Social Rolls)
DISADVANTAGES: Small (Size -3) [Does Not Affect Flight], Primitive (Money? What’s that?), Weakness:
Vulnerability to Cold Iron (It burns… It BURNS!)
EQUIPMENT:
Tiny Bow (x4-15 Dmg, Range 30), Tiny Sword (x4-15 Dmg)
COMBAT INFO:
Wound Threshold 20 Soak: -15 (15 with Arcane Armor turned on)
Equipment: Bow (x4 Hit, x6 dmg, Range 45 [Expert Marksman]), Quiver, 24 Arrows, Short Sword (x4 Hit,
x4 Dmg), Dagger (x4 Hit, x3 Dmg, Range 3), Leather Armor (10 Soak)
Combat Info:
Wound Threshold 20 Soak 10
Priority x4 Defense x4 Movement: 12 Squares
Mental Defense x2 Energy O O O O O O O O O O
Amber
Human Sword-Sorceress
B3 A2 M3 16 Pts
Powers: 9 pts
Sword Technique 1 (x3 Hit) 1pt
Dragon’s Breath: Special Attack 3 (x6 Fire Dmg, Medium Cone)<Single
Use> 3pts
Resistance 1 (Fire), 1pt
Amber Armor of Illumination: Arcane Armor 2 [EC: 4 Burden] 2pts
Healing Light, Healing 2 <Casting> [Usable on Others][EC: 2] 2pts
Equipment: Longsword (x3 Hit, x5 Dmg), Shield (+1 Dice Bonus to
Defense)
Advantages: Special Origin (You are not truly human. You are in fact, a
gold dragon that has been cursed to remain in human form. Your quest in
life is one to atone and remove the curse). Magic (Fire and Light
Colleges). Appeal (Amber appears to be a beautiful woman with
reddish-blonde hair and golden-brown eyes; she has a x5 to all social
rolls). Frightening Presence (x5 to all Intimidation rolls).
Disadvantages: Overconfidence, Pride, Secret (Amber does
not tell people the truth about her “condition” and tries to maintain her façade as a normal human. She
will only use her Dragon’s Breath as a last resort). Long Sleeper (Amber has not quite gotten used to the
human norms of only sleeping part of a day at a time). Mission (return to her true form)
PHYSICAL SKILLS: Athletics 3/Climbing
MENTAL SKILLS: Occultism 3/Channeling, Society 3/Diplomacy, Commerce 3/Appraisal
Combat Info:
Wound Threshold 30 Soak: 20 Movement: 6 Squares
Defense: x2 (+1x2 with Shield)
Priority x2
Mental Defense x3 Energy: O O O O O O O O O O
_________________________________
Dwarven Fighter
B3 A3 M2 16 Pts
Powers: 9 Pts
Armor Familiarity 2 (Chainmail) 2pts
War Axe Technique 2 (+1 Hit, +1 DM) 2pts
Shield Deflect 1 (x4 Defense with Shield) 1pt
Shield Slam, (If you hit your opponent with your shield, they must make a Brawn roll against the
damage. If you win, they are Shoved* and also disoriented by the attack and have a -2 Dice Penalty to
their next roll to hit or dodge.) 2pts
Infrared Sight: Super Senses 2, 2pts
Equipment: War Axe (x4 Hit, x6 Dmg), Throwing Axe (x3 Hit, x4 Dmg Ranged / +2x4 Dmg Hand to Hand,
Range 5)
ADVANTAGES: Poison Resistance (Half TN to resist/avoid poison, half duration, half damage),
Shrewd (x4 to avoid deception, even magically),
Quick Healer (Natural healing is 60 Stun / Hour and 60 Lethal / week)
DISADVANTAGES: Slow-Moving (Movement is 6 Squares), Honor Bound, Obsession (Wealth)
PHYSICAL SKILLS (Roll 2d6x3): Craftsmanship/Armorer, Athletics/Running/Throwing
MENTAL SKILLS (Roll 2d6x2): Military/Tactics, Commerce/Bargaining
* Shove: An attacker can shove an opponent away, doing knock-back in lieu of an ordinary attack. If you
try to shove, roll a Brawn contest with the opponent. If you win, you knock them back 1 square and
they are on the ground. If you win by 20, you knock them back 2 squares. If you win by 30 you knock
them back 3 squares, and so on to a maximum of 5 squares. When you shove an opponent, you can
choose to go with them (and will be in an adjacent square) or to remain in the square you shoved them
from.
Combat Info:
Wound Threshold 30 Soak 20
Priority x3 Defense x3 / x4 Shield Movement: 6 Squares
Mental Defense x2 Energy: O O O O O O O O O O
_________________________________
Orc Gladiator
B3 A3 M1 14 Pts
Powers: 11 pts
Armor Familiarity 1 (Leather) 1pt
Paired Weapons (-1 Dice Penalty to hit) 1EC, 2pts
Off-Hand Parry (x4 Defense hand to hand) 1pt
Riposte (Doubles on successful hand to hand Defense gives free counter-attack) 1EC, 2pts
Weapon Bind (Doubles on Successful Hand-to-Hand Defense, traps enemy’s weapon. They have a -2
Dice Penalty to all Agility rolls until they untrap it (by beating you in a Brawn Contest), drop it, or you
release them) 1pt
Adrenaline Surge (Take an extra Panel OR increase Brawn or Agility by 1 for 1 panel) 3EC, 3pts
Footwork (Get +1 Agility Defense for -1 Agility to Hit, or Vice Versa) 1EC, 1pt
Equipment: Cestus (x3 Lethal Damage; Cannot be Disarmed), Gladius Sword (x3 Hit, x5 Dmg),
Paired Swords (-1x3 to Hit, x5 Dmg), three Javelins (x4 Dmg, Range 10)
Advantages: Blaze of Glory (When reduced to 30 Hits or less, you get +2 Dice Bonus to all rolls; you can
also take 10 Damage to ignore all wounds for 1 panel), Good Night Vision (half penalties in darkness),
Fearless (Completely immune to fear. Also gets +2 Dice Bonus to intimidate others)
Disadvantages: Berserk, Honor Bound, True Grit
PHYSICAL SKILLS (Roll 2d6x3): Athletics/Running, Charioteering/Trample, Craftsmanship/Weapon Smith
MENTAL SKILLS (Roll 2d6x1): Society/Savoir-Faire
Combat Info:
Wound Threshold 30 Soak: 10 Movement: 9 Squares
Priority x3 Defense x3 / x4 Hand to Hand + Riposte on Doubles
Footwork Defensive: x4 / x5 Hand to Hand
Footwork Offensive: x2 / x3 Hand to Hand
Mental Defense x1 Energy: O O O O O O O O O O
______________________________
Human Thief-Acrobat
B2 A4 M2 16 pts
Powers: 9 pts
Attack Weak Point (Double Damage if hit by 20; Spend a Hero Point to use Hit Roll as Damage Roll) 2pts
Daredevil 1 (+1 Multiplier when doing daredevil stunts, like walking tight-ropes), 1pt
Equipment: Quarterstaff (x5 Stun, Reach 2 w/ Lunge), Dagger (x3 Dmg, Range 3 Thrown), Theives' Tools,
Rope, Grappling Hook
Combat Info:
Priority x6 Defense x6
Powers:
Size -1 (+1 Dice Bonus to Agility Rolls, 5 Result Penalty to Brawn, Damage, and Soak, Max Lift 100 Lbs,
Takes Knock-Back on 40 Damage or More, +1 Squares of Knock-Back) 0pts
Tail: Appendage 1 (+1 Dice bonus to Balance and other useful times), 1pt
Spells:
Levitation (Move vertically 2 SQ per page, lateral movement must be done by pushing off walls / pulling
ropes at your Creeping speed) 1pt, 1 ENERGY MAINTAINED
Hands of Air: Telekinesis 2 (x3 Hit, x2 Dmg, Lift 200 Lbs) <Casting> 1pt, 1 ENERGY MAINTAINED
Lightning Bolt: Special Attack 2 (x5 Dmg, Medium Line) <Casting> 3pts, 3 ENERGY
Advantages: Good Night Vision (Half Penalties), Magic (Air College), Shrewd (x5 to avoid deception, even
magically based)
Disadvantages: Unpleasant Quality (Non-Ratkin tend to find Ratkin off-putting, -2x3 to Social Rolls),
Single College (Only has access to Air Magic), Small (Size -1)
COMBAT INFO:
Wound Threshold 20 Soak: -5
16 Stats, 9 Powers
Wiz-Bang
Forged Sorcerer
Powers:
Metal Body: Density Increase 1 <Always On> (+5 Result to Brawn, Damage, Soak; -1 Dice Penalty to
Agility rolls, 10 Damage / Page to surfaces he stands on, Lift 200 Lbs) 1pt
Spells:
Arcane Mastery 1 (Allows him to use magical staves, wands, and scrolls) 1pt
Cloak of Flame: Damage Aura 2, (x2 Dmg, Med Burst) <Casting> 4 ENERGY MAINTAINED, 3pts
Fireball: Special Attack 2 (x5 Dmg, Small Burst, Close Range) <Casting> 4 ENERGY, 3pts
Tremor Sense: Super Senses 2 (Able to “see” vibrations even in pitch blackness) <Casting> 2 ENERGY,
SUSTAINED, 1pt
Repair Object: Healing 1 [Affects Unliving]<Only Affects Unliving, Casting, Concentration>, 1 ENERGY,
1pt
Advantages: Unliving (you don't need to eat, sleep, breathe, and are immune to poison, sickness, etc.).
Magic (Fire and Earth Colleges), Companion (Rikki, his mongoose familiar)
Disadvantages: Heavy Body: (You sink like a rock in water; you cannot swim. You have a -3 Dice
Penalty to climbing, stealth, and similar rolls where being light and graceful are necessary). Poor Hearing
(-2 Dice Penalty to hear noises due to constant feedback), Obsession (with acquiring magical knowledge)
COMBAT INFO:
Wound Threshold 20 Soak 15
Spells:
Sense Evil 1 pt, 1 ENERGY MAINTAINED
Go No Further: Immobilization 2 (Mid Range) <Casting> 3pts, 3 ENERGY
Advantages: Unliving (you don't need to eat, sleep, breathe, and are immune to poison, sickness, etc.).
Magic (Light and Shadow Colleges), Grimoire (A spell book; lets you swap out spells for ones of equal or
lesser cost between rests)
Disadvantages: Metal Body (you sink like a rock in water, -3 Dice Penalty to actions that favor a light
body, like stealth or climbing), Outsider (You’re from the Magocracy of Gwapatha and have not adapted
to the surface culture), Few Contacts (You haven’t made many friends. You get a -2 Dice Penalty to
social interactions).
EQUIPMENT:
COMBAT INFO:
B2 A3 M3 16 pts
Powers: 9 pts
Rank 1 (Priest of Apollo: +10 Result Bonus on Physician checks, +1 Dice Bonus with Bows) 1pt
Spells:
Banish Undead: Daze 3 <Only Affects Undead>, (Medium Burst), 4pts, 5 ENERGY
Light of Life: Healing 2 [Affects Others] <Casting, Concentration> (Heals 2d6+1x2 Damage) 2pts, 2
ENERGY
Advantages: Membership (Order of Apollo), Virtuous (x5 Mental Defense against being compelled to do
anything shameful, even under torture; gets a re-roll even after failing)
Mental Skills (Roll 2d6x3): Physician/First Aid [+10 to result], Occultism/Ritual, Humanities/Religion
Equipment: Bow (+1x3 Hit, +1x4 Dmg, Range 30), Lyre, Holy Symbol, Mace (x3 Hit, x4 Dmg)
COMBAT INFO: